No thread for 20 minutes so I made one. Highlights from v13 coming soon.

[release] RULES
MAX 3 IMAGES PER QUOTE!
IF YOU'RE USING A 1920X1080 + RESOLUTION USE [IMG_THUMB] SO YOU DONT BREAK EVERYONES COMPUTER
[IMG_THUMB] IMAGES IF YOU ARE QUOTING!!!
WIP's must be compiled.
Discussion of WIPs is allowed, and encouraged.
Don't go off-topic.[/release]

This doesn't look right to me. The bulb is at the edge of the tile, which is really only connected to the wall and the other tile. Lots of missing holes, and I'm not sure if they would stay completely static like that. Maybe that tile on the right edge is sagging?

Edited:

Edited:

If you do keep the bulb like that, maybe add some wires and shit. Or pipes. Everybody likes pipes.

This doesn't look right to me. The bulb is at the edge of the tile, which is really only connected to the wall and the other tile. Lots of missing holes, and I'm not sure if they would stay completely static like that. Maybe that tile on the right edge is sagging?

Edited:

Edited:

If you do keep the bulb like that, maybe add some wires and shit. Or pipes. Everybody likes pipes.

Lamarr is right about the grid.

I agree with the grid, this screen is quite old actually, I only posted for content. Ive made models for the ceiling now instead.

Putting some of my map on the new thread. Got the supports with what I think is the texture I'm sticking with, and the 3d skybox is still a WIP.
Also added the music in, any way to make stuff louder? Volume set to 10 is still quite quiet.

The whole warehouse still looks empty, like it doesn't have a reason for being there or a purpose.

It has a machine it's just in a visgroup that's turned off, the chimneys are now on their own out-sticking bits that are for all intents and purposes solid and can support them.
Also Pyth if that does have anything the difference was negligible.

Made a lightmap ubershader for me, Firegod522 and Kukiric's collab project (the map is a test so don't bitch.) It has scrolling clouds (with three phased textures, adding a lot of variation when you're on the ground, but doesn't solve repeating which won't be an issue anyway,) normalmapping, and a single huge texture for colour detail. I can also support just about everything, I just have to add said functionality to the shader which is great.

Does anyone else find it a huge pain in the ass to construct suburban houses in Hammer? It it so for me because I can never get the proportions to look right and the references I use aren't enough for me.

Does anyone else find it a huge pain in the ass to construct suburban houses in Hammer? It it so for me because I can never get the proportions to look right and the references I use aren't enough for me.

Try making an exact replica of your house. Best reference you can possibly have.

Made a lightmap ubershader for me, Firegod522 and Kukiric's collab project (the map is a test so don't bitch.) It has scrolling clouds (with three phased textures, adding a lot of variation when you're on the ground, but doesn't solve repeating which won't be an issue anyway,) normalmapping, and a single huge texture for colour detail. I can also support just about everything, I just have to add said functionality to the shader which is great.

Wait, you can make/edit your own shaders now?

Someone make a version of LightmappedGeneric that supports phong/rimlighting.